Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Stefan

Pages: 1 ... 129 130 [131] 132 133 ... 172
What's bigger than 1080p? 4K video comes to YouTube

Today at the VidCon 2010 conference, we announced support for videos shot in 4K (a reference resolution of 4096 x 3072), meaning that now we support original video resolution from 360p all the way up to 4096p. To give some perspective on the size of 4K, the ideal screen size for a 4K video is 25 feet; IMAX movies are projected through two 2k resolution projectors.

We always want videos on YouTube to be available in the highest quality possible, as creators intend. In December of last year, we announced support for 1080p, or full HD. At 4096 x 3072 pixels, 4K is nearly four times the size of 1080p.

To view any video in a source resolution greater than 1080p, select "Original" in the video quality pulldown menu

To illustrate the power of 4K, please check out the videos in this playlist; each one was created by a filmmaker with access to a 4K camera. (Be warned: watching videos in 4K, even on YouTube, will require ultra-fast high-speed broadband connections).

Because 4K represents the highest quality of video available, there are a few limitations that you should be aware of. First off, video cameras that shoot in 4K aren’t cheap, and projectors that show videos in 4K are typically the size of a small refrigerator. And, as we mentioned, watching these videos on YouTube will require super-fast broadband.

We're excited about this latest step in the evolution of online video. We've been impressed by the 1080p videos you've uploaded over the last seven months and can't wait to see (in 4K!) what you do next.

Unfortunately VLC has trouble to playback downloaded 4K videos properly. WMP fails totally  :P
Anyone who knows a compatible player?

AMD has been aggressively shipping DirectX 11 GPUs in almost every price category, while cards based on Nvidia's new GTX 470 and GTX 480 DX11 parts are finally becoming available.
Meanwhile, Windows 7's sales ramp has been extraordinary-the fastest-selling Microsoft OS in history. Given that Windows 7 is what Vista should have been, it's also arguable that DirectX 11 is what DX10 should have been.

Full story at Gizmodo

3D-Tech News Around The Web / CPU-Z 1.55 available
« on: July 09, 2010, 06:18:20 PM »
CPU-Z changelog:

    * VIA VX900/VX900M and VN1000/VN1000M chipsets.
    * Intel Core i5-760, Core i7-875K and Core i5-655K processors.
    * Intel Core i7-940XM, 840QM, 740QM mobile processors.
    * Intel Core i5-450M, 540UM, 430UM, Core i3-370M mobile processors.
    * Intel Pentium P6000 processor.
    * New parameter in cpuz.ini : UseDisplayAPI

Nvidia has hit out at claims it's deliberately hobbling CPU PhysX, describing the reports as "factually inaccurate."

Full story at THINQ

See also discussions at PhysXinfo

I don't have a MAC atm  :(

Try to get help in the official driver forum:

Advance warning, UFO invasion expected at GDCeu'10

Last year, exhilarated by the energy at the Evoke demoparty, I had been putting together a task-scheduler suitable for demoscene intros, managing to fit inside a 16K executable graphics, music and parallelism (which makes me qualify as scener-wanabee, I guess). nulstein, the resulting project, is documented in my "Do-it-yourself Game Task Scheduling" article, with full source code available. It's the kind of project that sits at the back of your mind and never quite leaves you in peace, so this year, I couldn't do otherwise than come up with a follow up and address the last remaining serial bit: submitting draw calls to DirectX.

Be there in Cologne, August 16-18, at GDC Europe and attend my session : "UFO invasion: DX11 and Multicore to the Rescue". I'll be showing how DX11 deferred contexts can be used to evade the draw-calls submission tax, how TBB's new task groups make this easy and how to update all entities in the game in parallel despite all kinds of dependencies they may exhibit. And if you can't attend, don't despair, slides and full source code will be made available here, after the show !

the bot "jerrydill" needs to be killed here and at Ozone3D

edit: i deleted the bot from here (hopefully)

3D-Tech News Around The Web / NASA releases free game: Moonbase Alpha
« on: July 06, 2010, 10:15:44 PM »
Moonbase Alpha is a game scenario with both single-player and multiplayer options set on a hypothetical lunar outpost in a 3-D immersive setting. Players will step into the role of an exploration crewmember and deal with realistic mission challenges and choices. Timelines in the much anticipated Astronaut: Moon, Mars and Beyond MMO will be set even farther in the exciting future (2035+), but the ability to explore our own near-future moon missions is also planned for in the forthcoming game facilitated by the NASA Learning Technologies and Innovative Partnerships Programs.

See also Goddard Space Flight Center and NASA Learning Center

Moonbase Alpha is yet another game powered by Unreal Engine 3, unfortunately without GPU acceleration.
P.S. there is no relationship to the 1970's TV series.

3D-Tech News Around The Web / TimelineFX Particle Editor
« on: July 05, 2010, 09:07:26 PM »
The TimelineFX Particle Editor is a tool for creating a whole host of particle effects, and then exporting those effects onto sprite sheets, image strips or just a sequence of images, Available on Windows and Mac.

Effects include explosions, smoke, fire, water, steam, bubbles, and pretty much anything else you can throw about the screen... Animations can be easily configured to loop seamlessly with just one click of the mouse, and with another click, you can make animations tile seamlessly too for use as animated textures.

Export the particle effects as static animations onto sprite sheets, animation strips or image sequences in PNG format, or if you develop for the iPhone or iPad, you can export using the PVRTC format (Currently mac only) which helps with performance on those devices. Plus, if you develop using the Blitzmax programming language, you can use all the effects directly using the TimelineFX module.

You can view some videos of the particle effects and a couple of tutorials on the TimelineFX YouTube channel here

Visit the TimelineFX website here and download a trial version to see what you think, the full version only costs £19.99. See a full list of effects libraries that are freely available to download here and all ready to go.

Here is a couple of screenshots from our unannounced PC/PS3 strategy game, which is currently at the production stage
Right now we are balancing game mechanics and adding last left units into the game, so the end of the production stage is coming very close. The official announce and more info will be available later this month. 

Unigine dev log
Oil Rush homepage

3D-Tech News Around The Web / MSI Afterburner 1.6.1 available
« on: July 05, 2010, 06:25:00 PM »
Download at Guru3D, changelog is not up-to-date...

3D-Tech News Around The Web / Bethesda's RAGE: megatexture crazyness
« on: July 05, 2010, 04:58:31 PM »
RAGE “Wall”papers now available

Have you been thinking about redecorating your jet airplane? Need to paint your barn, but tired of those dull stripes and solids? Looking for a unique way to drive away those pesky neighbors? We may have the solution for you.

As you can see above, the MegaTexture technology behind RAGE’s visuals lends itself well to high-resolution composites. Three such images were recently used to create massive wall-sized displays for our booth at E3.

However, rather than keep these impressive images to ourselves, we’re now releasing them for mass consumption. Each of the three murals has been converted into standard-sized wallpapers, in 25 resolutions covering PCs, dual-monitor setups, iPads and iPhones.

But wait, there’s more. In addition to those versions, we’re also offering the original, uncompressed, 280mb+, 25K resolution images. That’s a lot of image, and it’s all free to you, the fan. So get downloading:

Dead City Desktops ZIP (25 resolutions, 13.3mb)
Mutants Desktops ZIP (25 resolutions, 5.5mb)
Wasteland Desktops ZIP (25 resolutions, 5.5mb)

Dead City TIF (25,600×9,080 resolution, 282mb)
Mutants TIF (25,600×16,000 resolution, 363mb)
Wasteland TIF (25,600×16,000 resolution, 324mb)

3D-Tech News Around The Web / NVIDIA 3D Vision Driver for Quadro Only
« on: July 05, 2010, 04:02:13 PM »
This is an updated NVIDIA 3D Vision driver that was included in the box.
This driver requires Quadro Graphics drivers v258.49 or newer.

New Features

    * Adds support for new 3D Vision-Ready LCDs: ASUS VG236H, LG W2363D 120 Hz, LG W2363DB 120 Hz
    * Fixed a problem in which the ViewSonic PJD6251 and ViewSonic PJD6531w 3D Vision-Ready projectors were not properly detected
    * Adds support for ViewSonic PJD-6210-3D and PJD-6220-3D projectors

In addition to first demo using double precision on GL 4.0 here now on DirectCompute:

GLC_Player 2.2.0

List of the new functionalities:

    * Use visualization partitioning and frustum culling to enhance graphic performance on heavy 3D Scene.
    * Add the possibility to edit "Pixel Culling" size.
    * Add the new fly navigation mode.
    * Add interactive sectioning possibility (OpenGL clipping plane).
    * Add the possibility to save all supported format in the open (Dassault Systemes 3DXML V4 format).
    * Add the possibility to use parallel or perspective projection.
    * Add the possibility to use 4 OpenGL lights and to edit their position.
    * Display the number of renderer geometries and triangles.
    * Add the possibility to display 3DXML edges.
    * Add Windows 64 bits distribution.

List of enhancements :

    * Better 3DXML and Collada file format support.
    * Reduce OBJ file loading time.
    * Use OpenGL multi-samples for anti-aliasing

3D-Tech News Around The Web / CUDA VisionWorkbench v
« on: July 04, 2010, 05:29:56 AM »
CUDA VisionWorkbench v is already built against CUDA 3.1
Also they benchmarked Tesla C2050

Oscar analyzes the features of Stream SDK 2.2 and 2.3

Also he points to the talk about "Addition of early version of GPU support for cloth/softbody simulation" in Bullet.
2 CPU cores hogged and 40% GPU usage - that's why it reads "early version" i assume...

The latest released version of VLC, 1.1.0, that was out a week ago, and has been downloaded half-a-dozen millions times so far, has added GPU acceleration for HD decoding under Linux and Windows. On Windows, as already stated, the code isn't working correctly with AMD Radeon cards.
Therefore, we have been working with AMD on this topic and after common work, we are going to release a new version of VLC, versionned as 1.1.1, that will work with the upcoming ATI Catalyst 10.7 driver. AMD did provide us a beta of this driver and we have verified successfully that GPU acceleration works.


Changes between 1.1.0 and 1.1.1:

 * Support for the new capabilities: libvlc_adjust_Enable, libvlc_adjust_Contrast,
   libvlc_adjust_Brightness, libvlc_adjust_Hue, libvlc_adjust_Saturation, libvlc_adjust_Gamma
 * Various fixes and crash preventions, especially when video functions were called early

Stream output:
 * Fix h264 streaming in ts

Windows and Mac port:
 * Fix mod files support

 * Fix performance issues with GPU decoding using DxVA2 using ATI graphic cards
   You NEED ATI Catalyst 10.7

 * Interface and crash fixes

I also noticed that the GPU accelerated post-processing stopped crashing on my rig, even with 1080p at six-fold speed   :)

Brown Deer Technology accelerates scientific and engineering applications using the most powerful many-core processors ever created combined with industry standard programming interfaces.

Download open source samples
Download whitepaper Presentation: GPU-Accelerated Computing for Chemistry and Material Simulations Using ATI Stream Technology (Brown Deer Technology)

Pages: 1 ... 129 130 [131] 132 133 ... 172